pl_watercontrol

pl_watercontrol a5

I forgot to check the "clients" flag in trigger_teleport options so you would still get stuck in spawn. If I had to make some changes, I used the opportunity to fix few other things aswell. Nothing big.
Previously mentioned update. Decided to compile it today.

- still unoptimized well
- fixed getting stuck in spawns
- adjusted HDR settings, fixed map being too bright
- fixed receiving fall damage when coming out of red first spawn
- made water deep enough to crouch in it, but its same depth on the sides to allow soldiers and demos do higher jumps
- nerfed forward hold on 1st point
- made it so that spies can sap teleporters on blu first forward spawn
- added cover on 2nd point
- added shutter in 3rd point hallway
- added more cover and killed more sightlines on 3rd, adjusted spawns and made it more viable of a hold
- replaced all of the low ground pickups on last with small versions to nerf blu offense
- added bit more cover to last
- added spectator cameras
- added some of the missing patches under pickups
- bunch of clipping fixes
- built cubemaps
- added forward spawn for RED team on 1st point, reduced walk time and made it less confusing
- reduced RED respawn times after 1st and 2nd point capture
- added textures on certain doors informing you they don't open yet
- added more cover prop cover
- added additional exit for BLU spawn after 3rd point capture
- hopefully fixed getting stuck in respawn rooms
- fixed water texture scale
- still didn't fix 1st point massive RED team height advantage, no time before gameday, will come in a4
- lots of minor changes
- added trigger_hurt in areas it was missing
- nerfed few sightlines
- added patches under health & ammo pickups
- made very last tracks close to final cap roll backwards zone
- bunch of clipping fixes